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0001 /* 0002 Open Asset Import Library (assimp) 0003 ---------------------------------------------------------------------- 0004 0005 Copyright (c) 2006-2024, assimp team 0006 0007 0008 All rights reserved. 0009 0010 Redistribution and use of this software in source and binary forms, 0011 with or without modification, are permitted provided that the 0012 following conditions are met: 0013 0014 * Redistributions of source code must retain the above 0015 copyright notice, this list of conditions and the 0016 following disclaimer. 0017 0018 * Redistributions in binary form must reproduce the above 0019 copyright notice, this list of conditions and the 0020 following disclaimer in the documentation and/or other 0021 materials provided with the distribution. 0022 0023 * Neither the name of the assimp team, nor the names of its 0024 contributors may be used to endorse or promote products 0025 derived from this software without specific prior 0026 written permission of the assimp team. 0027 0028 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 0029 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 0030 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 0031 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 0032 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 0033 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 0034 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 0035 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 0036 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 0037 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 0038 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 0039 0040 ---------------------------------------------------------------------- 0041 */ 0042 0043 /** @file postprocess.h 0044 * @brief Definitions for import post processing steps 0045 */ 0046 #pragma once 0047 #ifndef AI_POSTPROCESS_H_INC 0048 #define AI_POSTPROCESS_H_INC 0049 0050 #include <assimp/types.h> 0051 0052 #ifdef __GNUC__ 0053 # pragma GCC system_header 0054 #endif 0055 0056 #ifdef __cplusplus 0057 extern "C" { 0058 #endif 0059 0060 // ----------------------------------------------------------------------------------- 0061 /** @enum aiPostProcessSteps 0062 * @brief Defines the flags for all possible post processing steps. 0063 * 0064 * @note Some steps are influenced by properties set on the Assimp::Importer itself 0065 * 0066 * @see Assimp::Importer::ReadFile() 0067 * @see Assimp::Importer::SetPropertyInteger() 0068 * @see aiImportFile 0069 * @see aiImportFileEx 0070 */ 0071 // ----------------------------------------------------------------------------------- 0072 enum aiPostProcessSteps 0073 { 0074 0075 // ------------------------------------------------------------------------- 0076 /** <hr>Calculates the tangents and bitangents for the imported meshes. 0077 * 0078 * Does nothing if a mesh does not have normals. You might want this post 0079 * processing step to be executed if you plan to use tangent space calculations 0080 * such as normal mapping applied to the meshes. There's an importer property, 0081 * <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify 0082 * a maximum smoothing angle for the algorithm. However, usually you'll 0083 * want to leave it at the default value. 0084 */ 0085 aiProcess_CalcTangentSpace = 0x1, 0086 0087 // ------------------------------------------------------------------------- 0088 /** <hr>Identifies and joins identical vertex data sets within all 0089 * imported meshes. 0090 * 0091 * After this step is run, each mesh contains unique vertices, 0092 * so a vertex may be used by multiple faces. You usually want 0093 * to use this post processing step. If your application deals with 0094 * indexed geometry, this step is compulsory or you'll just waste rendering 0095 * time. <b>If this flag is not specified</b>, no vertices are referenced by 0096 * more than one face and <b>no index buffer is required</b> for rendering. 0097 * Unless the importer (like ply) had to split vertices. Then you need one regardless. 0098 */ 0099 aiProcess_JoinIdenticalVertices = 0x2, 0100 0101 // ------------------------------------------------------------------------- 0102 /** <hr>Converts all the imported data to a left-handed coordinate space. 0103 * 0104 * By default the data is returned in a right-handed coordinate space (which 0105 * OpenGL prefers). In this space, +X points to the right, 0106 * +Z points towards the viewer, and +Y points upwards. In the DirectX 0107 * coordinate space +X points to the right, +Y points upwards, and +Z points 0108 * away from the viewer. 0109 * 0110 * You'll probably want to consider this flag if you use Direct3D for 0111 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this 0112 * setting and bundles all conversions typically required for D3D-based 0113 * applications. 0114 */ 0115 aiProcess_MakeLeftHanded = 0x4, 0116 0117 // ------------------------------------------------------------------------- 0118 /** <hr>Triangulates all faces of all meshes. 0119 * 0120 * By default the imported mesh data might contain faces with more than 3 0121 * indices. For rendering you'll usually want all faces to be triangles. 0122 * This post processing step splits up faces with more than 3 indices into 0123 * triangles. Line and point primitives are *not* modified! If you want 0124 * 'triangles only' with no other kinds of primitives, try the following 0125 * solution: 0126 * <ul> 0127 * <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li> 0128 * <li>Ignore all point and line meshes when you process assimp's output</li> 0129 * </ul> 0130 */ 0131 aiProcess_Triangulate = 0x8, 0132 0133 // ------------------------------------------------------------------------- 0134 /** <hr>Removes some parts of the data structure (animations, materials, 0135 * light sources, cameras, textures, vertex components). 0136 * 0137 * The components to be removed are specified in a separate 0138 * importer property, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful 0139 * if you don't need all parts of the output structure. Vertex colors 0140 * are rarely used today for example... Calling this step to remove unneeded 0141 * data from the pipeline as early as possible results in increased 0142 * performance and a more optimized output data structure. 0143 * This step is also useful if you want to force Assimp to recompute 0144 * normals or tangents. The corresponding steps don't recompute them if 0145 * they're already there (loaded from the source asset). By using this 0146 * step you can make sure they are NOT there. 0147 * 0148 * This flag is a poor one, mainly because its purpose is usually 0149 * misunderstood. Consider the following case: a 3D model has been exported 0150 * from a CAD app, and it has per-face vertex colors. Vertex positions can't be 0151 * shared, thus the #aiProcess_JoinIdenticalVertices step fails to 0152 * optimize the data because of these nasty little vertex colors. 0153 * Most apps don't even process them, so it's all for nothing. By using 0154 * this step, unneeded components are excluded as early as possible 0155 * thus opening more room for internal optimizations. 0156 */ 0157 aiProcess_RemoveComponent = 0x10, 0158 0159 // ------------------------------------------------------------------------- 0160 /** <hr>Generates normals for all faces of all meshes. 0161 * 0162 * This is ignored if normals are already there at the time this flag 0163 * is evaluated. Model importers try to load them from the source file, so 0164 * they're usually already there. Face normals are shared between all points 0165 * of a single face, so a single point can have multiple normals, which 0166 * forces the library to duplicate vertices in some cases. 0167 * #aiProcess_JoinIdenticalVertices is *senseless* then. 0168 * 0169 * This flag may not be specified together with #aiProcess_GenSmoothNormals. 0170 */ 0171 aiProcess_GenNormals = 0x20, 0172 0173 // ------------------------------------------------------------------------- 0174 /** <hr>Generates smooth normals for all vertices in the mesh. 0175 * 0176 * This is ignored if normals are already there at the time this flag 0177 * is evaluated. Model importers try to load them from the source file, so 0178 * they're usually already there. 0179 * 0180 * This flag may not be specified together with 0181 * #aiProcess_GenNormals. There's a importer property, 0182 * <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify 0183 * an angle maximum for the normal smoothing algorithm. Normals exceeding 0184 * this limit are not smoothed, resulting in a 'hard' seam between two faces. 0185 * Using a decent angle here (e.g. 80 degrees) results in very good visual 0186 * appearance. 0187 */ 0188 aiProcess_GenSmoothNormals = 0x40, 0189 0190 // ------------------------------------------------------------------------- 0191 /** <hr>Splits large meshes into smaller sub-meshes. 0192 * 0193 * This is quite useful for real-time rendering, where the number of triangles 0194 * which can be maximally processed in a single draw-call is limited 0195 * by the video driver/hardware. The maximum vertex buffer is usually limited 0196 * too. Both requirements can be met with this step: you may specify both a 0197 * triangle and vertex limit for a single mesh. 0198 * 0199 * The split limits can (and should!) be set through the 0200 * <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt> 0201 * importer properties. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and 0202 * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>. 0203 * 0204 * Note that splitting is generally a time-consuming task, but only if there's 0205 * something to split. The use of this step is recommended for most users. 0206 */ 0207 aiProcess_SplitLargeMeshes = 0x80, 0208 0209 // ------------------------------------------------------------------------- 0210 /** <hr>Removes the node graph and pre-transforms all vertices with 0211 * the local transformation matrices of their nodes. 0212 * 0213 * If the resulting scene can be reduced to a single mesh, with a single 0214 * material, no lights, and no cameras, then the output scene will contain 0215 * only a root node (with no children) that references the single mesh. 0216 * Otherwise, the output scene will be reduced to a root node with a single 0217 * level of child nodes, each one referencing one mesh, and each mesh 0218 * referencing one material. 0219 * 0220 * In either case, for rendering, you can 0221 * simply render all meshes in order - you don't need to pay 0222 * attention to local transformations and the node hierarchy. 0223 * Animations are removed during this step. 0224 * This step is intended for applications without a scenegraph. 0225 * The step CAN cause some problems: if e.g. a mesh of the asset 0226 * contains normals and another, using the same material index, does not, 0227 * they will be brought together, but the first meshes's part of 0228 * the normal list is zeroed. However, these artifacts are rare. 0229 * @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property 0230 * can be set to normalize the scene's spatial dimension to the -1...1 0231 * range. 0232 */ 0233 aiProcess_PreTransformVertices = 0x100, 0234 0235 // ------------------------------------------------------------------------- 0236 /** <hr>Limits the number of bones simultaneously affecting a single vertex 0237 * to a maximum value. 0238 * 0239 * If any vertex is affected by more than the maximum number of bones, the least 0240 * important vertex weights are removed and the remaining vertex weights are 0241 * renormalized so that the weights still sum up to 1. 0242 * The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in 0243 * config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> importer 0244 * property to supply your own limit to the post processing step. 0245 * 0246 * If you intend to perform the skinning in hardware, this post processing 0247 * step might be of interest to you. 0248 */ 0249 aiProcess_LimitBoneWeights = 0x200, 0250 0251 // ------------------------------------------------------------------------- 0252 /** <hr>Validates the imported scene data structure. 0253 * This makes sure that all indices are valid, all animations and 0254 * bones are linked correctly, all material references are correct .. etc. 0255 * 0256 * It is recommended that you capture Assimp's log output if you use this flag, 0257 * so you can easily find out what's wrong if a file fails the 0258 * validation. The validator is quite strict and will find *all* 0259 * inconsistencies in the data structure... It is recommended that plugin 0260 * developers use it to debug their loaders. There are two types of 0261 * validation failures: 0262 * <ul> 0263 * <li>Error: There's something wrong with the imported data. Further 0264 * postprocessing is not possible and the data is not usable at all. 0265 * The import fails. #Importer::GetErrorString() or #aiGetErrorString() 0266 * carry the error message around.</li> 0267 * <li>Warning: There are some minor issues (e.g. 1000000 animation 0268 * keyframes with the same time), but further postprocessing and use 0269 * of the data structure is still safe. Warning details are written 0270 * to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set 0271 * in #aiScene::mFlags</li> 0272 * </ul> 0273 * 0274 * This post-processing step is not time-consuming. Its use is not 0275 * compulsory, but recommended. 0276 */ 0277 aiProcess_ValidateDataStructure = 0x400, 0278 0279 // ------------------------------------------------------------------------- 0280 /** <hr>Reorders triangles for better vertex cache locality. 0281 * 0282 * The step tries to improve the ACMR (average post-transform vertex cache 0283 * miss ratio) for all meshes. The implementation runs in O(n) and is 0284 * roughly based on the 'tipsify' algorithm (see <a href=" 0285 * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this 0286 * paper</a>). 0287 * 0288 * If you intend to render huge models in hardware, this step might 0289 * be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt> 0290 * importer property can be used to fine-tune the cache optimization. 0291 */ 0292 aiProcess_ImproveCacheLocality = 0x800, 0293 0294 // ------------------------------------------------------------------------- 0295 /** <hr>Searches for redundant/unreferenced materials and removes them. 0296 * 0297 * This is especially useful in combination with the 0298 * #aiProcess_PreTransformVertices and #aiProcess_OptimizeMeshes flags. 0299 * Both join small meshes with equal characteristics, but they can't do 0300 * their work if two meshes have different materials. Because several 0301 * material settings are lost during Assimp's import filters, 0302 * (and because many exporters don't check for redundant materials), huge 0303 * models often have materials which are are defined several times with 0304 * exactly the same settings. 0305 * 0306 * Several material settings not contributing to the final appearance of 0307 * a surface are ignored in all comparisons (e.g. the material name). 0308 * So, if you're passing additional information through the 0309 * content pipeline (probably using *magic* material names), don't 0310 * specify this flag. Alternatively take a look at the 0311 * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> importer property. 0312 */ 0313 aiProcess_RemoveRedundantMaterials = 0x1000, 0314 0315 // ------------------------------------------------------------------------- 0316 /** <hr>This step tries to determine which meshes have normal vectors 0317 * that are facing inwards and inverts them. 0318 * 0319 * The algorithm is simple but effective: 0320 * the bounding box of all vertices + their normals is compared against 0321 * the volume of the bounding box of all vertices without their normals. 0322 * This works well for most objects, problems might occur with planar 0323 * surfaces. However, the step tries to filter such cases. 0324 * The step inverts all in-facing normals. Generally it is recommended 0325 * to enable this step, although the result is not always correct. 0326 */ 0327 aiProcess_FixInfacingNormals = 0x2000, 0328 0329 0330 0331 // ------------------------------------------------------------------------- 0332 /** 0333 * This step generically populates aiBone->mArmature and aiBone->mNode generically 0334 * The point of these is it saves you later having to calculate these elements 0335 * This is useful when handling rest information or skin information 0336 * If you have multiple armatures on your models we strongly recommend enabling this 0337 * Instead of writing your own multi-root, multi-armature lookups we have done the 0338 * hard work for you :) 0339 */ 0340 aiProcess_PopulateArmatureData = 0x4000, 0341 0342 // ------------------------------------------------------------------------- 0343 /** <hr>This step splits meshes with more than one primitive type in 0344 * homogeneous sub-meshes. 0345 * 0346 * The step is executed after the triangulation step. After the step 0347 * returns, just one bit is set in aiMesh::mPrimitiveTypes. This is 0348 * especially useful for real-time rendering where point and line 0349 * primitives are often ignored or rendered separately. 0350 * You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to 0351 * specify which primitive types you need. This can be used to easily 0352 * exclude lines and points, which are rarely used, from the import. 0353 */ 0354 aiProcess_SortByPType = 0x8000, 0355 0356 // ------------------------------------------------------------------------- 0357 /** <hr>This step searches all meshes for degenerate primitives and 0358 * converts them to proper lines or points. 0359 * 0360 * A face is 'degenerate' if one or more of its points are identical. 0361 * To have the degenerate stuff not only detected and collapsed but 0362 * removed, try one of the following procedures: 0363 * <br><b>1.</b> (if you support lines and points for rendering but don't 0364 * want the degenerates)<br> 0365 * <ul> 0366 * <li>Specify the #aiProcess_FindDegenerates flag. 0367 * </li> 0368 * <li>Set the <tt>#AI_CONFIG_PP_FD_REMOVE</tt> importer property to 0369 * 1. This will cause the step to remove degenerate triangles from the 0370 * import as soon as they're detected. They won't pass any further 0371 * pipeline steps. 0372 * </li> 0373 * </ul> 0374 * <br><b>2.</b>(if you don't support lines and points at all)<br> 0375 * <ul> 0376 * <li>Specify the #aiProcess_FindDegenerates flag. 0377 * </li> 0378 * <li>Specify the #aiProcess_SortByPType flag. This moves line and 0379 * point primitives to separate meshes. 0380 * </li> 0381 * <li>Set the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to 0382 * @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES 0383 * @endcode to cause SortByPType to reject point 0384 * and line meshes from the scene. 0385 * </li> 0386 * </ul> 0387 * 0388 * This step also removes very small triangles with a surface area smaller 0389 * than 10^-6. If you rely on having these small triangles, or notice holes 0390 * in your model, set the property <tt>#AI_CONFIG_PP_FD_CHECKAREA</tt> to 0391 * false. 0392 * @note Degenerate polygons are not necessarily evil and that's why 0393 * they're not removed by default. There are several file formats which 0394 * don't support lines or points, and some exporters bypass the 0395 * format specification and write them as degenerate triangles instead. 0396 */ 0397 aiProcess_FindDegenerates = 0x10000, 0398 0399 // ------------------------------------------------------------------------- 0400 /** <hr>This step searches all meshes for invalid data, such as zeroed 0401 * normal vectors or invalid UV coords and removes/fixes them. This is 0402 * intended to get rid of some common exporter errors. 0403 * 0404 * This is especially useful for normals. If they are invalid, and 0405 * the step recognizes this, they will be removed and can later 0406 * be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br> 0407 * The step will also remove meshes that are infinitely small and reduce 0408 * animation tracks consisting of hundreds if redundant keys to a single 0409 * key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides 0410 * the accuracy of the check for duplicate animation tracks. 0411 */ 0412 aiProcess_FindInvalidData = 0x20000, 0413 0414 // ------------------------------------------------------------------------- 0415 /** <hr>This step converts non-UV mappings (such as spherical or 0416 * cylindrical mapping) to proper texture coordinate channels. 0417 * 0418 * Most applications will support UV mapping only, so you will 0419 * probably want to specify this step in every case. Note that Assimp is not 0420 * always able to match the original mapping implementation of the 0421 * 3D app which produced a model perfectly. It's always better to let the 0422 * modelling app compute the UV channels - 3ds max, Maya, Blender, 0423 * LightWave, and Modo do this for example. 0424 * 0425 * @note If this step is not requested, you'll need to process the 0426 * <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets 0427 * properly. 0428 */ 0429 aiProcess_GenUVCoords = 0x40000, 0430 0431 // ------------------------------------------------------------------------- 0432 /** <hr>This step applies per-texture UV transformations and bakes 0433 * them into stand-alone vtexture coordinate channels. 0434 * 0435 * UV transformations are specified per-texture - see the 0436 * <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information. 0437 * This step processes all textures with 0438 * transformed input UV coordinates and generates a new (pre-transformed) UV channel 0439 * which replaces the old channel. Most applications won't support UV 0440 * transformations, so you will probably want to specify this step. 0441 * 0442 * @note UV transformations are usually implemented in real-time apps by 0443 * transforming texture coordinates at vertex shader stage with a 3x3 0444 * (homogeneous) transformation matrix. 0445 */ 0446 aiProcess_TransformUVCoords = 0x80000, 0447 0448 // ------------------------------------------------------------------------- 0449 /** <hr>This step searches for duplicate meshes and replaces them 0450 * with references to the first mesh. 0451 * 0452 * This step takes a while, so don't use it if speed is a concern. 0453 * Its main purpose is to workaround the fact that many export 0454 * file formats don't support instanced meshes, so exporters need to 0455 * duplicate meshes. This step removes the duplicates again. Please 0456 * note that Assimp does not currently support per-node material 0457 * assignment to meshes, which means that identical meshes with 0458 * different materials are currently *not* joined, although this is 0459 * planned for future versions. 0460 */ 0461 aiProcess_FindInstances = 0x100000, 0462 0463 // ------------------------------------------------------------------------- 0464 /** <hr>A post-processing step to reduce the number of meshes. 0465 * 0466 * This will, in fact, reduce the number of draw calls. 0467 * 0468 * This is a very effective optimization and is recommended to be used 0469 * together with #aiProcess_OptimizeGraph, if possible. The flag is fully 0470 * compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType. 0471 */ 0472 aiProcess_OptimizeMeshes = 0x200000, 0473 0474 0475 // ------------------------------------------------------------------------- 0476 /** <hr>A post-processing step to optimize the scene hierarchy. 0477 * 0478 * Nodes without animations, bones, lights or cameras assigned are 0479 * collapsed and joined. 0480 * 0481 * Node names can be lost during this step. If you use special 'tag nodes' 0482 * to pass additional information through your content pipeline, use the 0483 * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> importer property to specify a 0484 * list of node names you want to be kept. Nodes matching one of the names 0485 * in this list won't be touched or modified. 0486 * 0487 * Use this flag with caution. Most simple files will be collapsed to a 0488 * single node, so complex hierarchies are usually completely lost. This is not 0489 * useful for editor environments, but probably a very effective 0490 * optimization if you just want to get the model data, convert it to your 0491 * own format, and render it as fast as possible. 0492 * 0493 * This flag is designed to be used with #aiProcess_OptimizeMeshes for best 0494 * results. 0495 * 0496 * @note 'Crappy' scenes with thousands of extremely small meshes packed 0497 * in deeply nested nodes exist for almost all file formats. 0498 * #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph 0499 * usually fixes them all and makes them renderable. 0500 */ 0501 aiProcess_OptimizeGraph = 0x400000, 0502 0503 // ------------------------------------------------------------------------- 0504 /** <hr>This step flips all UV coordinates along the y-axis and adjusts 0505 * material settings and bitangents accordingly. 0506 * 0507 * <b>Output UV coordinate system:</b> 0508 * @code 0509 * 0y|0y ---------- 1x|0y 0510 * | | 0511 * | | 0512 * | | 0513 * 0x|1y ---------- 1x|1y 0514 * @endcode 0515 * 0516 * You'll probably want to consider this flag if you use Direct3D for 0517 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this 0518 * setting and bundles all conversions typically required for D3D-based 0519 * applications. 0520 */ 0521 aiProcess_FlipUVs = 0x800000, 0522 0523 // ------------------------------------------------------------------------- 0524 /** <hr>This step adjusts the output face winding order to be CW. 0525 * 0526 * The default face winding order is counter clockwise (CCW). 0527 * 0528 * <b>Output face order:</b> 0529 * @code 0530 * x2 0531 * 0532 * x0 0533 * x1 0534 * @endcode 0535 */ 0536 aiProcess_FlipWindingOrder = 0x1000000, 0537 0538 // ------------------------------------------------------------------------- 0539 /** <hr>This step splits meshes with many bones into sub-meshes so that each 0540 * sub-mesh has fewer or as many bones as a given limit. 0541 */ 0542 aiProcess_SplitByBoneCount = 0x2000000, 0543 0544 // ------------------------------------------------------------------------- 0545 /** <hr>This step removes bones losslessly or according to some threshold. 0546 * 0547 * In some cases (i.e. formats that require it) exporters are forced to 0548 * assign dummy bone weights to otherwise static meshes assigned to 0549 * animated meshes. Full, weight-based skinning is expensive while 0550 * animating nodes is extremely cheap, so this step is offered to clean up 0551 * the data in that regard. 0552 * 0553 * Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this. 0554 * Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and 0555 * only if all bones within the scene qualify for removal. 0556 */ 0557 aiProcess_Debone = 0x4000000, 0558 0559 0560 0561 // ------------------------------------------------------------------------- 0562 /** <hr>This step will perform a global scale of the model. 0563 * 0564 * Some importers are providing a mechanism to define a scaling unit for the 0565 * model. This post processing step can be used to do so. You need to get the 0566 * global scaling from your importer settings like in FBX. Use the flag 0567 * AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this. 0568 * 0569 * Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaling factor. 0570 */ 0571 aiProcess_GlobalScale = 0x8000000, 0572 0573 // ------------------------------------------------------------------------- 0574 /** <hr>A postprocessing step to embed of textures. 0575 * 0576 * This will remove external data dependencies for textures. 0577 * If a texture's file does not exist at the specified path 0578 * (due, for instance, to an absolute path generated on another system), 0579 * it will check if a file with the same name exists at the root folder 0580 * of the imported model. And if so, it uses that. 0581 */ 0582 aiProcess_EmbedTextures = 0x10000000, 0583 0584 // aiProcess_GenEntityMeshes = 0x100000, 0585 // aiProcess_OptimizeAnimations = 0x200000 0586 // aiProcess_FixTexturePaths = 0x200000 0587 0588 0589 aiProcess_ForceGenNormals = 0x20000000, 0590 0591 // ------------------------------------------------------------------------- 0592 /** <hr>Drops normals for all faces of all meshes. 0593 * 0594 * This is ignored if no normals are present. 0595 * Face normals are shared between all points of a single face, 0596 * so a single point can have multiple normals, which 0597 * forces the library to duplicate vertices in some cases. 0598 * #aiProcess_JoinIdenticalVertices is *senseless* then. 0599 * This process gives sense back to aiProcess_JoinIdenticalVertices 0600 */ 0601 aiProcess_DropNormals = 0x40000000, 0602 0603 // ------------------------------------------------------------------------- 0604 /** 0605 */ 0606 aiProcess_GenBoundingBoxes = 0x80000000 0607 }; 0608 0609 0610 // --------------------------------------------------------------------------------------- 0611 /** @def aiProcess_ConvertToLeftHanded 0612 * @brief Shortcut flag for Direct3D-based applications. 0613 * 0614 * Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and 0615 * #aiProcess_FlipWindingOrder flags. 0616 * The output data matches Direct3D's conventions: left-handed geometry, upper-left 0617 * origin for UV coordinates and finally clockwise face order, suitable for CCW culling. 0618 * 0619 * @deprecated 0620 */ 0621 #define aiProcess_ConvertToLeftHanded ( \ 0622 aiProcess_MakeLeftHanded | \ 0623 aiProcess_FlipUVs | \ 0624 aiProcess_FlipWindingOrder | \ 0625 0 ) 0626 0627 0628 // --------------------------------------------------------------------------------------- 0629 /** @def aiProcessPreset_TargetRealtime_Fast 0630 * @brief Default postprocess configuration optimizing the data for real-time rendering. 0631 * 0632 * Applications would want to use this preset to load models on end-user PCs, 0633 * maybe for direct use in game. 0634 * 0635 * If you're using DirectX, don't forget to combine this value with 0636 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations 0637 * in your application apply the #aiProcess_TransformUVCoords step, too. 0638 * @note Please take the time to read the docs for the steps enabled by this preset. 0639 * Some of them offer further configurable properties, while some of them might not be of 0640 * use for you so it might be better to not specify them. 0641 */ 0642 #define aiProcessPreset_TargetRealtime_Fast ( \ 0643 aiProcess_CalcTangentSpace | \ 0644 aiProcess_GenNormals | \ 0645 aiProcess_JoinIdenticalVertices | \ 0646 aiProcess_Triangulate | \ 0647 aiProcess_GenUVCoords | \ 0648 aiProcess_SortByPType | \ 0649 0 ) 0650 0651 // --------------------------------------------------------------------------------------- 0652 /** @def aiProcessPreset_TargetRealtime_Quality 0653 * @brief Default postprocess configuration optimizing the data for real-time rendering. 0654 * 0655 * Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration 0656 * performs some extra optimizations to improve rendering speed and 0657 * to minimize memory usage. It could be a good choice for a level editor 0658 * environment where import speed is not so important. 0659 * 0660 * If you're using DirectX, don't forget to combine this value with 0661 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations 0662 * in your application apply the #aiProcess_TransformUVCoords step, too. 0663 * @note Please take the time to read the docs for the steps enabled by this preset. 0664 * Some of them offer further configurable properties, while some of them might not be 0665 * of use for you so it might be better to not specify them. 0666 */ 0667 #define aiProcessPreset_TargetRealtime_Quality ( \ 0668 aiProcess_CalcTangentSpace | \ 0669 aiProcess_GenSmoothNormals | \ 0670 aiProcess_JoinIdenticalVertices | \ 0671 aiProcess_ImproveCacheLocality | \ 0672 aiProcess_LimitBoneWeights | \ 0673 aiProcess_RemoveRedundantMaterials | \ 0674 aiProcess_SplitLargeMeshes | \ 0675 aiProcess_Triangulate | \ 0676 aiProcess_GenUVCoords | \ 0677 aiProcess_SortByPType | \ 0678 aiProcess_FindDegenerates | \ 0679 aiProcess_FindInvalidData | \ 0680 0 ) 0681 0682 // --------------------------------------------------------------------------------------- 0683 /** @def aiProcessPreset_TargetRealtime_MaxQuality 0684 * @brief Default postprocess configuration optimizing the data for real-time rendering. 0685 * 0686 * This preset enables almost every optimization step to achieve perfectly 0687 * optimized data. It's your choice for level editor environments where import speed 0688 * is not important. 0689 * 0690 * If you're using DirectX, don't forget to combine this value with 0691 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations 0692 * in your application, apply the #aiProcess_TransformUVCoords step, too. 0693 * @note Please take the time to read the docs for the steps enabled by this preset. 0694 * Some of them offer further configurable properties, while some of them might not be 0695 * of use for you so it might be better to not specify them. 0696 */ 0697 #define aiProcessPreset_TargetRealtime_MaxQuality ( \ 0698 aiProcessPreset_TargetRealtime_Quality | \ 0699 aiProcess_FindInstances | \ 0700 aiProcess_ValidateDataStructure | \ 0701 aiProcess_OptimizeMeshes | \ 0702 0 ) 0703 0704 0705 #ifdef __cplusplus 0706 } // end of extern "C" 0707 #endif 0708 0709 #endif // AI_POSTPROCESS_H_INC
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